Kieren Reynolds

My Revision

Click on the Topic code (e.g. D.1.1) to download the class slideshow on that topic: Option D Revision Guide – a VERY useful revision guide for topic D1-4


Computer organization


Point Description PDF More
D.1.1 Outline the general nature of an object. D.1.1 Video
D.1.2 Distinguish between an object (definition, template or class) and instantiation. D.1.2 Video
D.1.3 Construct UML diagrams to represent object designs. D.1.3 UML maker
D.1.4 Interpret UML diagrams D.1.4 Video
D.1.5 Describe the process of decomposition into several related objects. D.1.5
D.1.6 Describe the relationships between objects for a given problem. D.1.6
D.1.7 Outline the need to reduce dependencies between objects in a given problem. D.1.7
D.1.8 Construct related objects for a given problem. D.1.8
D.1.9 Explain the need for different data types to represent data items. D.1.9
D.1.10 Describe how data items can be passed to and from actions as parameters. D.1.10

D2 – Features of OOP (HL & SL)


Point Description PDF More
D.2.1 Define the term: encapsulation. D.2.1
D.2.2 Define the term: inheritance. D.2.2
D.2.3 Define the term: polymorphism. D.2.3
D.2.4 Explain the advantages of encapsulation. D.2.4
D.2.5 Explain the advantages of inheritance. D.2.5
D.2.6 Explain the advantages of polymorphism<./td> D.2.6
D.2.7 Describe the advantages of libraries of objects. D.2.7
D.2.8 Describe the disadvantages of OOP. D.2.8
D.2.9 Discuss the use of programming teams. D.2.9
D.2.10 Explain the advantages of modularity in program development. D.2.10
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